前文:

   本章节会对InspectorEditor(属性编辑器)的创建方式进行叙述.


正文:

  1.代码最终效果

  UNITY3D拓展编辑器 - InspectorEditor(属性编辑器)1_第1张图片

 

  2. 架构阐述

  一个InspectorEditor(属性编辑器)产生直接对应着一个继承MonoBehaviour的脚本文件,脚本文件中定义着不同的属性以供InspectorEditor(属性编辑器)去实现。我们可以通过EditorGUILayout/GUILayout来实现InspectorEditor(属性编辑器)界面。

  

  3. EditorGUILayout脚本分析

  EditorGUILayout 是绘制InspectorEditor(属性编辑器)的脚本类,脚本内部方法大致分为两类,一类是:手动布局,另外一类是:组件绘制。


  4. 开始实现切入正题

  4.1 大家都知道拓展器的脚本都需要放置在Editor文件下进行预编译,所以我们也为自己的项目创建一个Editor目录。额外在创建一个Script目录存储脚本文件。

  

  4.2 在Script文件下创建继承自MonoBehaviour的脚本类,维护自定义编辑器属性.有人会问这个类到底用来干什么的,以当下的理解来讲,用于存储编辑器数据用的.下面将我创建的代码贴到下面以供大家参考。

  UNITY3D拓展编辑器 - InspectorEditor(属性编辑器)1_第2张图片

using UnityEngine;using System.Collections;public enum VirtualRoomColor{    Black,    Blue,    Clear,    Cyan,    Gray,    Green,    Magenta,    Red,    White,    Yellow}public enum VirtualRoomAudioEffect{    Custom,    Default,    Cathedral,    Office,    Outside}public enum VirtualRoomMaterial{    Custom,    AcousticTile,    AcrylicGlass,    Air,    Asbestos,    BrickWall,    Dirt,    ExpandedPolystyrene,    Fiberboard,    Fiberglass,    Glass,    GlazedTile,    Grass,    Gravel,    Hardwood,    HeavyCarpet,    HeavyCurtain,    LeatherUpholstery,    Linoleum,    Marble,    MineralWool,    OfficeCarpet,    PaintedWood,    Plaster,    PolishedWood,    Polycarbonate,    PolyurethaneFoam,    RoughConcrete,    Rubber,    Sand,    SealedConcrete,    Tapestry,    Vinyl}public class VirtualRoomStruct{    private VirtualRoomMaterial m_RoomMaterial;    private float m_Vale;    public VirtualRoomMaterial RoomMaterial    {        get        {            return m_RoomMaterial;        }        set        {            m_RoomMaterial = value;        }    }    public float Vale    {        get        {            return m_Vale;        }        set        {            m_Vale = value;        }    }}public enum VirtualRoomWallDirection{    Left,    Right,    Back,    Front,    Ceiling,    Floor}public class SR3DVirtualRoom : MonoBehaviour{    private Vector3 m_RoomSize = new Vector3(100f, 40f, 50f);    private VirtualRoomColor m_RoomColor = VirtualRoomColor.White;    private VirtualRoomAudioEffect m_RoomEffect = VirtualRoomAudioEffect.Default;    private VirtualRoomStruct m_LeftWall = new VirtualRoomStruct();    private VirtualRoomStruct m_RightWall = new VirtualRoomStruct();    private VirtualRoomStruct m_FrontWall = new VirtualRoomStruct();    private VirtualRoomStruct m_BackWall = new VirtualRoomStruct();    private VirtualRoomStruct m_Ceiling = new VirtualRoomStruct();    private VirtualRoomStruct m_Floor = new VirtualRoomStruct();    private const float m_Interval = 3f;    public Vector3 RoomSize    {        get { return m_RoomSize; }        set { m_RoomSize = value; }    }    public VirtualRoomColor RoomColor    {        get { return m_RoomColor; }        set { m_RoomColor = value; }    }    public VirtualRoomAudioEffect RoomEffect    {        get { return m_RoomEffect; }        set { m_RoomEffect = value; }    }    public VirtualRoomStruct LeftWall    {        get { return m_LeftWall; }        set { m_LeftWall = value; }    }    public VirtualRoomStruct RightWall    {        get { return m_RightWall; }        set { m_RightWall = value; }    }    public VirtualRoomStruct FrontWall    {        get { return m_FrontWall; }        set { m_FrontWall = value; }    }    public VirtualRoomStruct BackWall    {        get { return m_BackWall; }        set { m_BackWall = value; }    }    public VirtualRoomStruct Ceiling    {        get { return m_Ceiling; }        set { m_Ceiling = value; }    }    public VirtualRoomStruct Floor    {        get { return m_Floor; }        set { m_Floor = value; }    }}


 4.3 在Editor目录创建我们的InspectorEditor(属性编辑器)脚本文件,并放入以下代码.(具体代码含义见注释)

using System;using UnityEngine;using UnityEditor;using System.Collections;// 第1步:对SR3DVirtualRoom脚本进行编辑器重定义[CustomEditor(typeof(SR3DVirtualRoom))]public class SR3DGUIVirtualRoom : Editor{    private bool m_GroupState = true;         // 第2步:重写拓展编辑器方法    public override void OnInspectorGUI()    {        // 第3步:获取到对应实例        SR3DVirtualRoom room = target as SR3DVirtualRoom;                // 定义一个垂直自动排序的布局        EditorGUILayout.BeginVertical();                        // 添加空格行            EditorGUILayout.Space();            // 添加一个Label标签            EditorGUILayout.LabelField("Room Name", "VirtualRoom");            EditorGUILayout.Space();            // 添加一个Vector3类型的数据,用户编辑玩的数据将转存到我们的SR3DVirtualRoom属性中            room.RoomSize = EditorGUILayout.Vector3Field("Room Size", room.RoomSize);            EditorGUILayout.Space();            // 添加一个枚举类型的数据显示            room.RoomColor = (VirtualRoomColor)EditorGUILayout.EnumPopup("Room Color", room.RoomColor);            EditorGUILayout.Space();            room.RoomEffect = (VirtualRoomAudioEffect) EditorGUILayout.EnumPopup("Room Audio Effect", room.RoomEffect);        EditorGUILayout.EndVertical();        // 密度、反射设置        EditorGUILayout.Space();        // 添加可折叠标签        m_GroupState = EditorGUILayout.Foldout(m_GroupState, "Virtual Room Struct");        if (m_GroupState)        {            if (Selection.activeTransform)            {                EditorGUILayout.BeginVertical();                    EditorGUILayout.Space();                    EditorGUILayout.BeginHorizontal();                    EditorGUILayout.PrefixLabel("       Left Wall");                    room.LeftWall.RoomMaterial = (VirtualRoomMaterial)EditorGUILayout.EnumPopup(room.LeftWall.RoomMaterial);                    room.LeftWall.Vale = EditorGUILayout.Slider(room.LeftWall.Vale, 0, 1);                    EditorGUILayout.EndHorizontal();                    EditorGUILayout.Space();                    EditorGUILayout.BeginHorizontal();                    EditorGUILayout.PrefixLabel("       Right Wall");                    room.RightWall.RoomMaterial = (VirtualRoomMaterial)EditorGUILayout.EnumPopup(room.RightWall.RoomMaterial);                    room.RightWall.Vale = EditorGUILayout.Slider(room.RightWall.Vale, 0, 1);                    EditorGUILayout.EndHorizontal();                    EditorGUILayout.Space();                    EditorGUILayout.BeginHorizontal();                    EditorGUILayout.PrefixLabel("       Front Wall");                    room.FrontWall.RoomMaterial = (VirtualRoomMaterial)EditorGUILayout.EnumPopup(room.FrontWall.RoomMaterial);                    room.FrontWall.Vale = EditorGUILayout.Slider(room.FrontWall.Vale, 0, 1);                    EditorGUILayout.EndHorizontal();                    EditorGUILayout.Space();                    EditorGUILayout.BeginHorizontal();                    EditorGUILayout.PrefixLabel("       Back Wall");                    room.BackWall.RoomMaterial = (VirtualRoomMaterial)EditorGUILayout.EnumPopup(room.BackWall.RoomMaterial);                    room.BackWall.Vale = EditorGUILayout.Slider(room.BackWall.Vale, 0, 1);                    EditorGUILayout.EndHorizontal();                    EditorGUILayout.Space();                    EditorGUILayout.BeginHorizontal();                    EditorGUILayout.PrefixLabel("       Ceiling");                    room.Ceiling.RoomMaterial = (VirtualRoomMaterial)EditorGUILayout.EnumPopup(room.Ceiling.RoomMaterial);                    room.Ceiling.Vale = EditorGUILayout.Slider(room.Ceiling.Vale, 0, 1);                    EditorGUILayout.EndHorizontal();                    EditorGUILayout.Space();                    EditorGUILayout.BeginHorizontal();                    EditorGUILayout.PrefixLabel("       Floor");                    room.Floor.RoomMaterial = (VirtualRoomMaterial)EditorGUILayout.EnumPopup(room.Floor.RoomMaterial);                    room.Floor.Vale = EditorGUILayout.Slider(room.Floor.Vale, 0, 1);                    EditorGUILayout.EndHorizontal();                EditorGUILayout.EndVertical();            }        }                if (!Selection.activeTransform)        {            m_GroupState = false;        }    }}


  4.4 思路整理

  所有的编辑器都可以根据以下思路进行编写,完成代码后返回UNITY3D编辑器重新加载编译后,将脚本挂载到游戏对象中则显示出自定义编辑器内容,下一篇则对序列属性进行讲解,序列化属性是一种更简单的编辑器编写方式,但也要结合当前基础来编写才会更高效!